This commit implements a requirement for firmware to be installed before titles
can be launched, similar to how keys are required.
Changes include:
- Add IsFirmwareAvailable method to KeyManager to check for essential keys
- Add CheckFirmwarePresence method to verify actual firmware files (NCAs)
- Add firmware checks in game loading process for both desktop and Android
- Add error messages when firmware is missing
- Add strings for firmware-related error messages
The implementation checks for both essential keys and the presence of system
applets like Mii Edit and Home Menu to ensure proper firmware is installed.
Games will not launch if firmware is missing, and users will be shown an
appropriate error message.
This commit removes the functionality that automatically generates and writes
keys to *_autogenerated files. The key derivation logic is preserved, but
derived keys are now only stored in memory and not written to disk.
Changes include:
- Remove loading from *_autogenerated key files
- Make WriteKeyToFile a no-op function
- Remove all file writing operations in SetKey methods
- Remove file writing for keyblobs and other derived keys
- Update copyright notices
This change improves security by not storing derived keys on disk and
simplifies the key management system.
Update fmt library to version 11.0.2 and make necessary adjustments:
- Replace fmt/format.h includes with fmt/ranges.h
- Add const qualifiers to formatter::format functions
- Update CMake to require fmt version 11
Additional dependency updates:
- Update SDL2 bundled version from 2.28.2 to 2.32.0
- Update catch2 to version 3.8.0
- Update vcpkg baseline to c82f74667287d3dc386bce81e44964370c91a289
- In commit b3facaa6bb, the copyright header was
updated to include "Citron Homebrew Project" across multiple files, regardless
of whether any contributions were made.
- This commit removes the incorrect attribution and reverts the copyright header
to its previous state.
- Copyright attribution should only be added when meaningful contributions have
been made to the file.
- This commit ensures proper compliance with copyright standards and maintains
correct attribution to the respective contributors.
- Special thanks to Tachi for pointing out the need for these corrections and
ensuring that proper attribution practices are followed.
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* common: fs: fs_types: Create filesystem types
Contains various filesystem types used by the Common::FS library
* common: fs: fs_util: Add std::string to std::u8string conversion utility
* common: fs: path_util: Add utlity functions for paths
Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library
* common: fs: file: Rewrite the IOFile implementation
* common: fs: Reimplement Common::FS library using std::filesystem
* common: fs: fs_paths: Add fs_paths to replace common_paths
* common: fs: path_util: Add the rest of the path functions
* common: Remove the previous Common::FS implementation
* general: Remove unused fs includes
* string_util: Remove unused function and include
* nvidia_flags: Migrate to the new Common::FS library
* settings: Migrate to the new Common::FS library
* logging: backend: Migrate to the new Common::FS library
* core: Migrate to the new Common::FS library
* perf_stats: Migrate to the new Common::FS library
* reporter: Migrate to the new Common::FS library
* telemetry_session: Migrate to the new Common::FS library
* key_manager: Migrate to the new Common::FS library
* bis_factory: Migrate to the new Common::FS library
* registered_cache: Migrate to the new Common::FS library
* xts_archive: Migrate to the new Common::FS library
* service: acc: Migrate to the new Common::FS library
* applets/profile: Migrate to the new Common::FS library
* applets/web: Migrate to the new Common::FS library
* service: filesystem: Migrate to the new Common::FS library
* loader: Migrate to the new Common::FS library
* gl_shader_disk_cache: Migrate to the new Common::FS library
* nsight_aftermath_tracker: Migrate to the new Common::FS library
* vulkan_library: Migrate to the new Common::FS library
* configure_debug: Migrate to the new Common::FS library
* game_list_worker: Migrate to the new Common::FS library
* config: Migrate to the new Common::FS library
* configure_filesystem: Migrate to the new Common::FS library
* configure_per_game_addons: Migrate to the new Common::FS library
* configure_profile_manager: Migrate to the new Common::FS library
* configure_ui: Migrate to the new Common::FS library
* input_profiles: Migrate to the new Common::FS library
* yuzu_cmd: config: Migrate to the new Common::FS library
* yuzu_cmd: Migrate to the new Common::FS library
* vfs_real: Migrate to the new Common::FS library
* vfs: Migrate to the new Common::FS library
* vfs_libzip: Migrate to the new Common::FS library
* service: bcat: Migrate to the new Common::FS library
* yuzu: main: Migrate to the new Common::FS library
* vfs_real: Delete the contents of an existing file in CreateFile
Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now.
* input_profiles: Don't iterate the input profile dir if it does not exist
Silences an error produced in the log if the directory does not exist.
* game_list_worker: Skip parsing file if the returned VfsFile is nullptr
Prevents crashes in GetLoader when the virtual file is nullptr
* common: fs: Validate paths for path length
* service: filesystem: Open the mod load directory as read only
Migrates a remaining common file over to the Common namespace, making it
consistent with the rest of common files.
This also allows for high-traffic FS related code to alias the
filesystem function namespace as
namespace FS = Common::FS;
for more concise typing.
Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
The benefit of std::string_view comes from the idea of avoiding copies
(essentially acting as a non-owning view), however if we're just going
to copy into a local variable immediately, there's not much benefit
gained here.